Dreaded Creature (CR +2)
These creatures embody the nature of terror; they are by far the most feared monsters in the realm entire. They make throne rooms go deathly quiet when they enter. They can make fools falter, plucky heroes despair and dwarven defenders sweat. The mere appearance of a dreaded creature can rout an entire army. They have a dark reputation for killing or wounding even the strongest of heroes, wounds and deaths which even the most powerful magic can fail to overcome. Its appearance is seldom changed except to enhance this fear with themes of death, darkness, violence, and other symbols of horror.
Creating a Dreaded Creature
“Dreaded” is an acquired or inherited template that can be added to any creature. A dreaded creature uses all the base creature’s statistics and special abilities except as noted here.
CR: +2
Defenses/Qualities: frightful presence (range as per fear aura) Immune to fear
Special Abilities: A dreaded creature gains the following special abilities.
Dreaded Wounding (Su): Damage dealt by the dreaded creature dispels or suppresses any supernatural or spell-like effect possessed by a creature it injures for 1 hour. This damage also cannot be healed normally, (including regeneration and fast healing). Magical healing will not heal damage dealt by the dreaded creature unless a specific type of creature under a specific circumstance casts a remove curse. These specific requirements are subject to DM adjudication, examples include a creature that is immune to fear, a creature of the same type as the dreaded creature, a creature who has never committed violence; on the down of the third day, on the site of the dreaded creatures creation, on holy ground dedicated to the ethos of courage. A Heal, or Knowledge (arcana) check (DC15 + the dreaded creature’s CR) can be made to determine this requirement. This is a necromantic-curse effect.
Fear Aura (Su): Dreaded creatures are shrouded in a dreadful aura of fear. Creatures with less HD than the dreaded creature in a 5- foot radius per HD that look at the dreaded creature, must succeed on a Will save (DC 10 + 1/2 dreaded creature’s HD + its Charisma modifier) or be affected as though by a fear spell with a caster level equal to the dreaded creature’s CR. A creature that successfully saves cannot be affected again by the same dreaded creature’s aura for 24 hours.
Terrifying Gaze (Su): Viewing the dreaded creature’s face inspires terror. Creatures that meet the dreaded creature’s gaze within 30 ft. must succeed at a Will save (DC 10 +1/2 dreaded creature’s HD + it’s Charisma modifier) or suffer the effects of a fear spell with a caster level equal to the dreaded creature’s CR. This is a mind-affecting fear effect.
Rejuvenation (Su): In most cases, it is difficult to destroy a dreaded creature through simple combat. The “destroyed” creature will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A dreaded creature that would otherwise be destroyed returns to the site of its creation with a successful level check (1d20 + dreaded creature’s HD) against DC 16. As a rule, the only way to truly destroy a dreaded creature is to determine what the base creature once feared and place a totem or symbol of that fear on the site of that creature’s creation (which requires a Knowledge (history)check DC 15 + base creature’s CR.) This can be as simple as stuffed black cat or as complex as a letter in his father’s handwriting of his disapproval.
Abilities: Increase from the base creature as follows: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +4 to CMD), Dex +4 ( +2 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to any of the base creature’s Dexterity-based DCs), Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +4 (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 frightful presence, fear aura, terrifying gaze and to any of the base creature’s Charisma-based DCs)
Skills: +5 racial bonus to Intimidate (increase to +10 if the dreaded creature’s CR is 10 or higher, increase to +15 if the dreaded creature’s CR is 15 or Higher).